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* Have node and controller share lock * Do it different * Restore prior method order * Maybe store the reference * Try that
120 lines
2.9 KiB
Plaintext
120 lines
2.9 KiB
Plaintext
//
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// ASNodeController+Beta.mm
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// Texture
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//
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// Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.
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// Changes after 4/13/2017 are: Copyright (c) Pinterest, Inc. All rights reserved.
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// Licensed under Apache 2.0: http://www.apache.org/licenses/LICENSE-2.0
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//
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#import <AsyncDisplayKit/ASDisplayNodeInternal.h>
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#import <AsyncDisplayKit/ASDisplayNode+FrameworkPrivate.h>
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#import <AsyncDisplayKit/ASNodeController+Beta.h>
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#import <AsyncDisplayKit/ASThread.h>
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#define _node (_shouldInvertStrongReference ? _weakNode : _strongNode)
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@implementation ASNodeController
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{
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ASDisplayNode *_strongNode;
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__weak ASDisplayNode *_weakNode;
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ASDN::Mutex _nodeLock;
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}
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- (ASDisplayNode *)createNode
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{
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return [[ASDisplayNode alloc] init];
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}
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- (ASDisplayNode *)node
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{
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ASDN::MutexLocker l(_nodeLock);
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ASDisplayNode *node = _node;
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if (!node) {
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node = [self createNode];
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if (!node) {
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ASDisplayNodeCFailAssert(@"Returned nil from -createNode.");
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node = [[ASDisplayNode alloc] init];
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}
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[self setupReferencesWithNode:node];
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}
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return node;
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}
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- (void)setupReferencesWithNode:(ASDisplayNode *)node
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{
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ASLockScopeSelf();
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if (_shouldInvertStrongReference) {
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// The node should own the controller; weak reference from controller to node.
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_weakNode = node;
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_strongNode = nil;
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} else {
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// The controller should own the node; weak reference from node to controller.
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_strongNode = node;
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_weakNode = nil;
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}
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[node __setNodeController:self];
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[node addInterfaceStateDelegate:self];
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}
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- (void)setShouldInvertStrongReference:(BOOL)shouldInvertStrongReference
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{
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ASLockScopeSelf();
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if (_shouldInvertStrongReference != shouldInvertStrongReference) {
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// Because the BOOL controls which ivar we access, get the node before toggling.
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ASDisplayNode *node = _node;
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_shouldInvertStrongReference = shouldInvertStrongReference;
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[self setupReferencesWithNode:node];
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}
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}
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// subclass overrides
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- (void)nodeDidLoad {}
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- (void)nodeDidLayout {}
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- (void)nodeWillCalculateLayout:(ASSizeRange)constrainedSize {}
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- (void)didEnterVisibleState {}
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- (void)didExitVisibleState {}
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- (void)didEnterDisplayState {}
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- (void)didExitDisplayState {}
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- (void)didEnterPreloadState {}
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- (void)didExitPreloadState {}
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- (void)interfaceStateDidChange:(ASInterfaceState)newState
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fromState:(ASInterfaceState)oldState {}
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- (void)hierarchyDisplayDidFinish {}
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#pragma mark NSLocking
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- (void)lock
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{
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[self.node lock];
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}
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- (void)unlock
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{
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// Since the node was already locked on this thread, we don't need to call our accessor or take our lock.
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ASDisplayNodeAssertNotNil(_node, @"Node deallocated while locked.");
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[_node unlock];
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}
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- (BOOL)tryLock
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{
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return [self.node tryLock];
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}
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@end
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@implementation ASDisplayNode (ASNodeController)
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- (ASNodeController *)nodeController
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{
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return _weakNodeController ?: _strongNodeController;
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}
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@end
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